
System Crash is a story-driven cyberpunk collectible card game inspired by Blade Runner and Neuromancer. When corporations own everything and the line between man and machine is blurred, your only option is to fight to survive!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 10 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
hi ive played this game for hours and hours offline, and i cant believe i forgot to leave a review. even though the game is 10 years old, its still amazing :o) my fav challenge after completing the game, is to play a game where i have to add as many copies of each card i can get my hands on - its probably the ultimate challenge because you dilute the pool of cards, but you can still win :)
It's a neat idea for a deck builder card game with cyberpunk narrative, but the balance is just too awful to enjoy. Short version: going 2nd is a crippling disadvantage, not taking simultaneous damage is a mistake, and getting better cards takes far too long. Mostly, it's that it has no idea how tempo works, and the reasons other card games do what they do to create a fair experience. Winning the coin flip for 1st turn is a MASSIVE advantage, because you get to place minions first and are always 1 mana/resource point ahead. In a game like Hearthstone, the 2nd place player gets one extra card plus a card that gives 1 mana so they get one turn of being on parity with the 1st player. Despite this, going 2nd in Hearthstone is still a significant disadvantage. System Crash 2nd player? Gets an extra card and that's it. An already significant disadvantage in other card games turns into a MASSIVE one here. It's to the point where you might as well keep restarting a match until you go 1st, because going 2nd is a waste of time and will result in a loss the large majority of the time. Compounding that is that attacking minions take no return damage when hitting an enemy minions; they only dish out damage. So going 1st gets yet another advantage of not only being 1 mana ahead all game, but one attack round of free damage as well. This also makes the haste/charge ability (attack the same turn a minion is played) super overpowered since it's a free hit. In Hearthstone, not only does the charging unit still take return damage, but its stats are weaker than a typical non-charge unit of the same cost. System Crash? All the haste/charge minions are the same stats as non-haste units. Nobody balanced this. Then there's the way targeting works. Instead of any minion being able to target anyone, they are divided into 4 rows and only attack the minion in the same row. What makes this a problem is the VERY widespread "hacking" ability, which automatically fills up your victory points every turn the minion simply exists. Just plunk down your hacking minions across from the lowest damage enemy minions and you're almost untouchable as you rake in free victory points every turn. Try to get around this, and there are still cards that grant the hacking ability to ANY unit. The hacking units also aren't that fragile even if you do hit them. So just build a good deck on these terms? That's the final nail in the coffin. Getting new cards is GLACIALLY slow. To the point that it feels like this started as a free to play pricing model designed to push you towards spending real money to skip the grind, but at the least minute made it a paid commercial game. Do you want to grind out 40 matches for a single good card? I sure don't. Worse, there are a lot of themed cards that show how rushed and unfinished the game is, because for every themed group that gives bonuses for every matching themed minion, there are only ever 3-5 cards in that group in the ENTIRE game. Trying out any themed deck means doing the above grind 3-5 times. Think that sounds fun? I sure don't. Finally, while there's no direct proof that the computer cheats, it seems to ALWAYS have good cards to play every turn. Out of the nearly one hundred matches I played, I think the computer had ONE turn where it couldn't play anything. I suspect that its "hand" of cards is a lie, and that it simply has access to its entire deck to play one every turn. It will always have good low cost cards to play in the early turns, and high cost cards to play in later turns. That's not simply good deck construction. Even the best decks will whiff on a draw from time to time. To only whiff ONCE out of 600-700 turns? There's something fishy going on. And it would be one thing if the game got this difficult in the later campaign missions, but it's like this from the THIRD mission. Immediately after the two tutorial missions, you're thrown into the cheating deep end. I really wanted to like this for the setting and narrative too. But dang it all feels like a cargo cult understanding of card game design.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Highly recommended! For me, this is one of the better CCGs: - intuitive to pick up, there's quite some variation in cards and effects but nothing crazy (not like some not to be named CCGs that require a 15 page glossary to play) - the mix between combat damage and "hacking points" is brilliant, it avoids that whoever drops the biggest creatures wins and also forces a certain pace in the rounds - the layout is clear and works beautifully - once you get past the initial rounds and have some credits to spend on customizing your deck, it becomes much more interesting and gameplay becomes much more varied; the initial rounds of both campaigns can be tough but a little deck adjustment goes a long way - everything in the game from the story to the artwork, the cards and their effects all fits perfectly with the cyberpunk theme RNG does have a significant impact but there's no penalty for losing a battle and the rounds are quite fast, so it's not that big of a deal. There's the occasional hiccup when the game locks up but for the same reason, this is not a big problem. I would have loved to have a few more campaigns (still need to try the Underworld DLC) but then again, I'm sure I will play though them several times more, trying different decks and approaches. And the arena mode is ideal if you only have a few minutes to kill.
Decent enough cyberpunk aesthetics and story, but the gameplay is absolutely garbage if you have played more than a couple card games. The most basic possible mechanics, four lanes that autoattack with mana that scales automatically each turn, draw 1 per turn. Pretends to have more going on but the "objective" system is literally just life points but they count up instead of down. I had hopes from the intro, but every mechanical explanation depressed me further. Additionally, for a single player game, the drip of new cards is absolutely pathetic. It takes a couple dozen missions to be able to do anything you might reasonably call "deckbuilding", and meaningful synergies are at least 8-10 HOURS in. In the finer points, the hard control cards are also maddening. At the beginning there aren't that many, although the control for support cards is ubiquitous among the opponents, so playing the expensive ones is largely pointless. After you get to the point of ramp cards, hard unit removal, and lots of haste (no summoning sickness) cards showing up, it starts to feel more and more pointless to try and develop a board. The deckbuilding interface is also trash, with no search function for attributes, so building based on the synergies that exist is an absolute chore, and rebuilding your deck for specific enemy challenges is a pain in the ass. I was immediately turned off by the mechanics of this game, but I felt I had to give it a fair shake before leaving a negative review. The lazy card game mechanics just keep coming. Unless it's hiding 12+ hours in, there is nothing of interest you could find in this game that hasn't been done a thousand times in better ones. Here are several much, much better games you could go play right now: Faeria Solforge Fusion Runescape Chronicles (there's a fan run free version even since it's dead) Netrunner (physical, still worth it, and if you want the cyberpunk theme, there's none better)
It's a single-player cyberpunk TCG. If you like those things, it's decent enough.
For card battler from 2016 fairly solid. I like the cyberpunk feel and the strategy that is required to complete the missions. Story is not oscar material but its ok. I have enjoyed it since I purchased a while back.
Should release a soundtrack! Good stuff
too random to be strategy, but battles take too long to be roguelike.
Decent yet grindy game, but if you like the cyberpunk theme grab it at a discount.
an alright cyber punk deckbuilder. but the campaign is nothing special. still addicitive if you like to build better and better decks to beat the ever more difficult missions. although having beat the game, it is very easy. the AI doesn't really know what the most important elements of the deck building is, which is keeping your hand full.
Players by region
Where this game's players are, estimated from review languages.
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